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Fire
16.2
Starting Fires
Kindling Numb er
Wooden building
7+
Stone building
8+
Woods, forest-road or
orchard
9+
Wheatfield or brush
10+
16.2.10
Spreading Fire
16.2.10.1
169.2 A fully developed fire
may spread to any adjacent eligible terrain
hex in the AFPh of each succeeding player
turn after it appears. Roll two dice at the end
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Dice Roll to
Spread
Wooden building or
forest road
8-12
9-12
Woods
7-12
Grain or brush
6-12
16.2.11.2
169.7 Any vehicle or fully
developed terrain fire is accompanied by the
full effects of smoke in that hex for as long as
the fire remains. Undeveloped fires do not
generate smoke. Vehicular fires have a pillar
effect so the smoke TEM is always adjusted
by -1. Both types a re level 4 hindrances to
vision.
16.2.11.3
169.8 Possession of any hex
for Victory Condition purposes that is on fire
at scenario end is given to the opponent of
any player who deliberately set the fire -even if
that fire spread from another hex.
16.2.10.2
169.21 The Spreading Fire DR
is modified by Kindling, Wind Direction, and
Wind Force DRM's, and a -2 DRM if the terrain
on fire is not directly attached to the adjacent
terrain, or the burning vehicle was bypassing
the terrain obstacle as opposed to occupying
it. The Spreading Fire DR for woods/forestroad and grain/brush is modified by +1 if the
spread is uphill, and by -1 if downhill. If the
Spreading Fire DR is successful, an
undeveloped fire counter is placed in the new
hex.
16.2.11.4
169.81 Players are not held
responsible for fires started randomly by HE
attack, FT, or burning vehicles. Possession of
hexes burnt in this manner is given to the
player who last solely occupied the most nonburning hexes adjacent to the victory
determinant hex in question.
16.2.12
16.2.12.1
169.4 An undeveloped fire is
represented by an upside down fire counter
with the K# side face up. All fires except
vehicular fires first start as undeveloped fires.
During each succeeding AFPH after the player
turn in which it first a ppears in the hex, an
undeveloped fire counter will turn into a fully
developed fire unless hampered by
extinguishing attempts. Units may move into
and remain in hexes containing undeveloped
fires normally.
16.2.11
Effects of Fire
16.2.13
16.2.11.1
169.3 Infantry units in a fully
developed terrain fire hex must leave in the
immediately following RtPh or be eliminated.
Unbroken units would have the option of
"breaking" voluntarily so as to rout out of the
fire hex, or moving one hex during the RtPh
(subject to usual RtPh restrictions). In either
case, units moving during the RtPh must
leave all portage-able items behind. Units in
Undeveloped Fires
Extinguishing Attempts
16.2.13.1
169.5 Any unbroken, nonpassenger infantry unit may attempt to
extinguish an undeveloped terrain fire in the
same hex during its own MPh or DFPh
provided the unit has not already fired or
moved during that player turn and is not
engaging in any other activity during that
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16.2.13.2
169.51 Infantry attempting to
extinguish an undeveloped fire must roll <=
their Fire Extinguishing Value (FEV) with two
dice. The FEV is 2 for any SMC; 3 for a
crew/HS, and 4 for a squad. The FEV is
modified by both environmental conditions
and leadership. If the extinguishing attempt
DR = the FEV, the undeveloped fire is not
extinguished, but neither will it become a fullfledged terrain fire during that player turn.
16.2.13.3
169.52 A leader can direct
firefighting efforts against only one hex per
player turn. If a leader uses his leadership
DRM, he is not entitled to his own separate
fire extinguishing DR attempt. Furthermore, if
a leader is to direct more than one firefighting
unit during that phase, he must pre-designate
those units which are committed to
firefighting attempts before any of them roll to
extinguish the fire; although his leadership
would affect all MMC's (and only MMC's) he
directs (each with its own separate
extinguishing attempt DR).
16.2.13.4
169.53 Any infantry unit
attempting to extinguish a fire during its own
MPh is considered a moving unit which has
expended all of its MF's in that hex for DF
purposes.
16.2.13.5
169.54 The presence of a
functioning bulldozer in the same hex with an
infantry unit attempting to extinguish a nonbuilding undeveloped fire during its own MPh
adds 3 to the FEV of each infantry unit in the
hex, provided the vehicle expends all of its
MP's in that hex.
16.3
16.2.13.6
169.6 Extinguished terrain
fires leave the hex with the same pre -fire
terrain characteristics if they are extinguished
in the immediately following player-turn.
Otherwise an extinguished building fire turns
that hex into rubble and an extinguished grain
field fire turns that hex into open ground and
all other terrain types are unaffected.
Environmental Conditions
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Weather
Kindling DRM
Mud, Snow
-3
Wet
-2
Moist
-1
Moderate
Dry
+1
Very Dry
+2
16.4
drm
-3
-2
October, May
-1
June, September
+1
July, August
+2
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Weather Chart
Dice Roll
rain/h.o.
fog
rain/h.o.
rain/h.o.
rain/h.o.
fog
rain/h.o.
rain/h.o.
rain/h.o.
gusty
heavy winds
gusty
heavy winds
clear
clear
deep snow
clear
clear
clear
clear
clear
clear
clear
clear
fog
clear
gusty
heavy winds
10
mud
heavy winds
gusty
falling snow
11
mud
rain/h.o.
deep snow
12
deep snow
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16.4.2.1
102.6 After determining wind
direction, roll a second die to determine wind
force as per the following table.
16.5
Wind Force
1-3
No Wind
4, 5
Mild Breeze
Heavy Winds
16.4.2.2
102.61 If the result is 'No Wind',
the spreading fire DRMs for Wind Direction do
not apply.
16.4.2.3
102.62 If the result is 'Heavy
Winds', the spreading fire DRMs for Wind
Direction are doubled. Smoke of any kind has
no effect whatsoever in scenarios while 'Heavy
Winds' are in effect.
Weather
16.4.2.4
102.63 If the result is Mild
Breeze all smoke effects DRMs are halved
(fractions rounded up), and the smoke counter
moves one hex in the direction of the wind at
the start of the Advance Phase of the next
player turn.
16.5.4 Clear
16.5.4.1
111.1 No additional effect.
Roll normally for Environmental Conditions.
Wind Change
P-6
16.5.5.1
111.2 All night rules effects
occur except those pertaining to star shells
and gun flashes. The Fog Visibility Range is
derived in the same manner as Night
Visibility Range except that only one die is
thrown and the result is halved (fractions
rounded down). Units may always fire into
an adjacent hex even if the Fog Visibility
Range is 0 but, in so doing, they combine
AREA FIRE and POINT BLANK FIRE.
Spotters for indirect fire may not "spot"
units in excess of the Fog Visibility Range.
Ordnance firing into or out of a fog hex
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16.5.5.2
The hexes affected by fog cover
are dependent on the fog density and height of
the terrain. At the start of the scenario following
set-up a die roll should be made on the FOG
LEVEL CHART to determine the hexes actually
affected by fog.
16.5.5.6
Once fog starts to lift or burn
off the process cannot be reversed, it can
only continue to dissipate.
16.5.5.7
Environmental Conditions
are resolved normally but a roll of 5 or 6 is
considered "Moderate".
16.5.5.8
Air support is not possible
so long as fog exists in a target hex on any
level of that hex up to and including level 4.
Terrain Affected
16.5.5.9
16.5.5.3
Fire into, through, or out of a fog
hex may not exceed the Fog Visibility Range in
effect during that game turn if either the target,
firer or LOS is in a fog hex. Fog between the
target-firer hex LOS is considered only if it
exists at the height of either the firer or target.
16.5.5.4
All infantry fire from, through, or
into a fog hex suffers a +1 DRM due to the
cloaking effect of mists against small targets
(Exception: fire totally within the same
building.)
16.5.5.5
At the start of each Rally Phase,
roll two dice for Fog Displacement. A dice roll of
'10' or more results in the fog starting to lift and
the current elevation level of the fog
immediately increases by one level. The fog will
continue to lift one level in each subsequent
Rally Phase until the fog no longer exists. A
dice roll of 3 or less results in the fog starting to
burn off and the current fog level is reduced by
one level. The fog will continue to burn off one
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16.5.7.3
Environmental Conditions are
resolved normally but once the rainstorm
occurs, Environmental Conditions automatically
become 'Wet'.
16.5.7.4
During a rainstorm all existing
fires must be checked to see if they are
extinguished by the rain. This check is made
during every Advancing Fire Phase in which the
rain continues as part of the Spreading Fire dice
roll. Fires are extinguished on a dice roll of '3' or
less. Fires may not spread during a rainstorm.
Remember that the Spreading Fire dice roll
would be modified by the "Wet" Kindling DRM
of -2. An extinguished building fire turns that
building hex in-to rubble. An extinguished grain
field fire turns that hex into open ground. All
other terrain fires that are extinguished leave
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16.5.8.1
111.6 Environmental Conditions
are resolved normally except that Wind Force is
always either 'No Wind' or 'Heavy Winds'.
Normal Wind Force changes have no effect. The
Wind Change dice roll is still made at the start
of every Rally Phase but no wind is present
during that player turn unless the Wind Change
dice roll is '10' or higher in which case Heavy
Winds are in effect for that player turn only with
all the attendant effects of Heavy Winds.
16.5.9 Mud
16.5.9.1
102.8 Whenever Environmental
Conditions result in "Mud Snow" in a scenario
set in any month other than Dec-Feb, the
following mud rules are in effect.
16.5.9.2
102.81 All dirt roads are
considered non-existent and are considered
open ground. Paved roads (grey) such as exist
on board 1 are not affected by mud.
16.5.9.3
negated.
16.5.9.9
111.72 Note that certain
heavy vehicles such as the PzKwVIB have
special breakdown problems.
16.5.9.10
111.73 The infantry
movement of all guns along other than
paved roads is contingent on the infantry
passing a normal MC. The infantry involved
may not do anything else during that
Movement Phase or the preceding Fire
Phase regardless of the success or failure
of their MC.
111.87 & 73.1 Does infantry still get the one MF
bonus for staying on a road throughout a Movement
Phase in Deep Snow or Mud scenarios?
A. Yes. {COD-106}
16.5.9.4
102.83 All marsh hexes are
impassable to all but amphibious vehicles.
16.5.9.5
102.84 The breakdown number
of Big hexes increases from 6 to 4 through 6.
The breakdown number of Bog hexes for
vehicles with low ground pressure increases
from 12 to 10 through 12.
16.5.9.6
102.85 The movement cost for
open ground hexes is doubled. Exception: Low
ground pressure vehicles may continue to move
through open ground hexes at a cost of 1 MP
per hex.
16.5.9.7
111.7 The Kindling DRM is
always -3. Other Environmental Conditions are
resolved normally.
16.5.9.8
111.71 Units that advanced into
a Close Combat during that player turn through
any hex-side other than a paved road or
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16.6
Snow
16.6.6.6
in effect.
16.6.6.5
No smoke of any kind other
than that inherently attending fire may be
present on the board.
P-10
16.6.7.3
All indirect fire, mortar fire,
or artillery FFE must add +1 to the
resolution dice roll due to the cushioning
effects of deep snow.
16.6.7.4
Fires will not spread to
adjacent hexes unless the connecting hex
side crosses a building or woods symbol.
16.6.7.5
All marsh, mud flats, ponds,
lakes, and rivers are frozen and treated as
Open Ground for infantry during any Deep
Snow scenario. See the River rules for more
specific information.
16.6.7.6
The Movement Phase
Terrain Costs of all cavalry and horse drawn transport is quadrupled in deep snow
scenarios.
16.6.7.7
Snow doubles Movement
Phase terrain costs for all non-tracked
vehicular units (Ex ception: pulkkas). Only
deep snow doubles Move ment Phase
terrain costs for infantry and tracked
vehicles and quadruples MP costs for non-
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P-11
16.6.8.2
Number
Finnish
Pre-1941 Russians
-1
Pre-1943 Axis
-2
'43-'45 Axis
-1
16.6.8.3
Off-road vehicular
movement (not pulkkas) of any kind is
subject to BOG in every non-road hex.
16.6.8.4
Any non-Finnish broken unit
not in a building or bunker which rolls a
Rally attempt dice roll of '11' or more is
eliminated.
16.6.8.5
attempted.
16.6.8.6
All Axis vehicular
breakdown numbers (Exception: Finns) are
decreased by two during any deep snow
scenario set in Russia during 1941 or 1942.
During the same time frame and
environment Axis vehicles already on the
board must roll a '4' or less with one die at
the Outset of the scenario in order to move
other than their turret covered arc during
that scenario. If a '6' is rolled they may not
even change their turret covered arc and
must add +2 to all TO HIT attempts with
their field of fire limited only to those hexes
whose centre dot is intersected by a
straight line drawn through the centre hex
spine of the turret covered arc.
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